- another bunch of Hexen actors converted.

This commit is contained in:
Christoph Oelckers 2016-10-18 15:15:06 +02:00
parent bef71f29e2
commit 2c1d9a7a96
26 changed files with 1225 additions and 1138 deletions

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@ -1,47 +0,0 @@
// Bat Spawner --------------------------------------------------------------
ACTOR BatSpawner : SwitchableDecoration
{
+NOBLOCKMAP +NOSECTOR +NOGRAVITY
RenderStyle None
action native A_BatSpawnInit();
action native A_BatSpawn();
States
{
Spawn:
Active:
TNT1 A 2
TNT1 A 2 A_BatSpawnInit
TNT1 A 2 A_BatSpawn
Wait
Inactive:
TNT1 A -1
Stop
}
}
// Bat ----------------------------------------------------------------------
ACTOR Bat
{
Speed 5
Radius 3
Height 3
+NOBLOCKMAP +NOGRAVITY +MISSILE
+NOTELEPORT +CANPASS
action native A_BatMove();
States
{
Spawn:
ABAT ABC 2 A_BatMove
Loop
Death:
ABAT A 2
Stop
}
}

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@ -1,151 +0,0 @@
// Bishop -------------------------------------------------------------------
ACTOR Bishop
{
Health 130
Radius 22
Height 65
Speed 10
PainChance 110
Monster
+FLOAT +NOGRAVITY +NOBLOOD
+TELESTOMP
+DONTOVERLAP
+NOTARGETSWITCH
SeeSound "BishopSight"
AttackSound "BishopAttack"
PainSound "BishopPain"
DeathSound "BishopDeath"
ActiveSound "BishopActiveSounds"
Obituary"$OB_BISHOP"
action native A_BishopChase();
action native A_BishopDecide();
action native A_BishopDoBlur();
action native A_BishopSpawnBlur();
action native A_BishopPainBlur();
action native A_BishopAttack();
action native A_BishopAttack2();
States
{
Spawn:
BISH A 10 A_Look
Loop
See:
BISH A 2 A_Chase
BISH A 2 A_BishopChase
BISH A 2
BISH B 2 A_BishopChase
BISH B 2 A_Chase
BISH B 2 A_BishopChase
BISH A 1 A_BishopDecide
Loop
Blur:
BISH A 2 A_BishopDoBlur
BISH A 4 A_BishopSpawnBlur
Wait
Pain:
BISH C 6 A_Pain
BISH CCC 6 A_BishopPainBlur
BISH C 0
Goto See
Missile:
BISH A 3 A_FaceTarget
BISH DE 3 A_FaceTarget
BISH F 3 A_BishopAttack
BISH F 5 A_BishopAttack2
Wait
Death:
BISH G 6
BISH H 6 Bright A_Scream
BISH I 5 Bright A_NoBlocking
BISH J 5 BRIGHT A_Explode(random[BishopBoom](25,40))
BISH K 5 Bright
BISH LM 4 Bright
BISH N 4 A_SpawnItemEx("BishopPuff", 0,0,40, 0,0,0.5)
BISH O 4 A_QueueCorpse
BISH P -1
Stop
Ice:
BISH X 5 A_FreezeDeath
BISH X 1 A_FreezeDeathChunks
Wait
}
}
// Bishop puff --------------------------------------------------------------
ACTOR BishopPuff
{
+NOBLOCKMAP +NOGRAVITY
RenderStyle Translucent
Alpha 0.6
States
{
Spawn:
BISH QRST 5
BISH UV 6
BISH W 5
Stop
}
}
// Bishop pain blur ---------------------------------------------------------
ACTOR BishopPainBlur
{
+NOBLOCKMAP +NOGRAVITY
RenderStyle Translucent
Alpha 0.6
States
{
Spawn:
BISH C 8
Stop
}
}
// Bishop FX ----------------------------------------------------------------
ACTOR BishopFX
{
Radius 10
Height 6
Speed 10
Damage 1
Projectile
+SEEKERMISSILE
-ACTIVATEIMPACT -ACTIVATEPCROSS
+STRIFEDAMAGE
RenderStyle Add
DeathSound "BishopMissileExplode"
States
{
Spawn:
BPFX ABAB 1 Bright A_BishopMissileWeave
BPFX B 0 Bright A_SeekerMissile(2,3)
Loop
Death:
BPFX CDEF 4 Bright
BPFX GH 3 Bright
Stop
}
}
// Bishop blur --------------------------------------------------------------
ACTOR BishopBlur
{
+NOBLOCKMAP +NOGRAVITY
RenderStyle Translucent
Alpha 0.6
States
{
Spawn:
BISH A 16
BISH A 8 A_SetTranslucent(0.4)
Stop
}
}

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@ -1,36 +0,0 @@
ACTOR ArtiBlastRadius : CustomInventory
{
+FLOATBOB
Inventory.DefMaxAmount
Inventory.PickupFlash "PickupFlash"
+INVBAR +FANCYPICKUPSOUND
Inventory.Icon "ARTIBLST"
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "$TXT_ARTIBLASTRADIUS"
Tag "$TAG_ARTIBLASTRADIUS"
States
{
Spawn:
BLST ABCDEFGH 4 Bright
Loop
Use:
TNT1 A 0 A_Blast
}
}
// Blast Effect -------------------------------------------------------------
ACTOR BlastEffect
{
+NOBLOCKMAP +NOGRAVITY +NOCLIP
+NOTELEPORT
RenderStyle Translucent
Alpha 0.666
States
{
Spawn:
RADE ABCDEFGHI 4
Stop
}
}

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@ -1,21 +0,0 @@
// Boost Armor Artifact (Dragonskin Bracers) --------------------------------
ACTOR ArtiBoostArmor : Inventory native
{
+COUNTITEM
+FLOATBOB
Inventory.DefMaxAmount
Inventory.PickupFlash "PickupFlash"
+INVBAR +FANCYPICKUPSOUND
Inventory.Icon "ARTIBRAC"
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "$TXT_ARTIBOOSTARMOR"
Tag "$TAG_ARTIBOOSTARMOR"
States
{
Spawn:
BRAC ABCDEFGH 4 Bright
Loop
}
}

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@ -1,79 +0,0 @@
// Cleric Boss (Traductus) --------------------------------------------------
ACTOR ClericBoss
{
Health 800
PainChance 50
Speed 25
Radius 16
Height 64
Monster
+FLOORCLIP +TELESTOMP
+DONTMORPH
PainSound "PlayerClericPain"
DeathSound "PlayerClericCrazyDeath"
Obituary "$OBCBOSS"
action native A_ClericAttack();
States
{
Spawn:
CLER A 2
CLER A 3 A_ClassBossHealth
CLER A 5 A_Look
Wait
See:
CLER ABCD 4 A_FastChase
Loop
Pain:
CLER H 4
CLER H 4 A_Pain
Goto See
Melee:
Missile:
CLER EF 8 A_FaceTarget
CLER G 10 A_ClericAttack
Goto See
Death:
CLER I 6
CLER K 6 A_Scream
CLER LL 6
CLER M 6 A_NoBlocking
CLER NOP 6
CLER Q -1
Stop
XDeath:
CLER R 5 A_Scream
CLER S 5
CLER T 5 A_NoBlocking
CLER UVWXYZ 5
CLER "[" -1
Stop
Ice:
CLER "\" 5 A_FreezeDeath
CLER "\" 1 A_FreezeDeathChunks
Wait
Burn:
CLER C 5 Bright A_PlaySound("PlayerClericBurnDeath")
FDTH D 4 Bright
FDTH G 5 Bright
FDTH H 4 Bright A_Scream
FDTH I 5 Bright
FDTH J 4 Bright
FDTH K 5 Bright
FDTH L 4 Bright
FDTH M 5 Bright
FDTH N 4 Bright
FDTH O 5 Bright
FDTH P 4 Bright
FDTH Q 5 Bright
FDTH R 4 Bright
FDTH S 5 Bright A_NoBlocking
FDTH T 4 Bright
FDTH U 5 Bright
FDTH V 4 Bright
Stop
}
}

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@ -1,46 +0,0 @@
// The Cleric's Mace --------------------------------------------------------
ACTOR CWeapMace : ClericWeapon
{
Weapon.SelectionOrder 3500
Weapon.KickBack 150
Weapon.YAdjust -8
+BLOODSPLATTER
Obituary "$OB_MPCWEAPMACE"
Tag "$TAG_CWEAPMACE"
action native A_CMaceAttack();
States
{
Select:
CMCE A 1 A_Raise
Loop
Deselect:
CMCE A 1 A_Lower
Loop
Ready:
CMCE A 1 A_WeaponReady
Loop
Fire:
CMCE B 2 Offset (60, 20)
CMCE B 1 Offset (30, 33)
CMCE B 2 Offset (8, 45)
CMCE C 1 Offset (8, 45)
CMCE D 1 Offset (8, 45)
CMCE E 1 Offset (8, 45)
CMCE E 1 Offset (-11, 58) A_CMaceAttack
CMCE F 1 Offset (8, 45)
CMCE F 2 Offset (-8, 74)
CMCE F 1 Offset (-20, 96)
CMCE F 8 Offset (-33, 160)
CMCE A 2 Offset (8, 75) A_ReFire
CMCE A 1 Offset (8, 65)
CMCE A 2 Offset (8, 60)
CMCE A 1 Offset (8, 55)
CMCE A 2 Offset (8, 50)
CMCE A 1 Offset (8, 45)
Goto Ready
}
}

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@ -1,80 +0,0 @@
// Fighter Boss (Zedek) -----------------------------------------------------
ACTOR FighterBoss
{
health 800
PainChance 50
Speed 25
Radius 16
Height 64
Monster
+FLOORCLIP
+TELESTOMP
+DONTMORPH
PainSound "PlayerFighterPain"
DeathSound "PlayerFighterCrazyDeath"
Obituary "$OB_FBOSS"
action native A_FighterAttack();
States
{
Spawn:
PLAY A 2
PLAY A 3 A_ClassBossHealth
PLAY A 5 A_Look
Wait
See:
PLAY ABCD 4 A_FastChase
Loop
Pain:
PLAY G 4
PLAY G 4 A_Pain
Goto See
Melee:
Missile:
PLAY E 8 A_FaceTarget
PLAY F 8 A_FighterAttack
Goto See
Death:
PLAY H 6
PLAY I 6 A_Scream
PLAY JK 6
PLAY L 6 A_NoBlocking
PLAY M 6
PLAY N -1
Stop
XDeath:
PLAY O 5 A_Scream
PLAY P 5 A_SkullPop
PLAY R 5 A_NoBlocking
PLAY STUV 5
PLAY W -1
Stop
Ice:
PLAY X 5 A_FreezeDeath
PLAY X 1 A_FreezeDeathChunks
Wait
Burn:
FDTH A 5 Bright A_PlaySound("PlayerFighterBurnDeath")
FDTH B 4 Bright
FDTH G 5 Bright
FDTH H 4 Bright A_Scream
FDTH I 5 Bright
FDTH J 4 Bright
FDTH K 5 Bright
FDTH L 4 Bright
FDTH M 5 Bright
FDTH N 4 Bright
FDTH O 5 Bright
FDTH P 4 Bright
FDTH Q 5 Bright
FDTH R 4 Bright
FDTH S 5 Bright A_NoBlocking
FDTH T 4 Bright
FDTH U 5 Bright
FDTH V 4 Bright
Stop
}
}

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@ -1,227 +0,0 @@
// FireDemon ----------------------------------------------------------------
ACTOR FireDemon
{
Health 80
ReactionTime 8
PainChance 1
Speed 13
Radius 20
Height 68
Mass 75
Damage 1
Monster
+DROPOFF +NOGRAVITY +FLOAT
+FLOORCLIP +INVULNERABLE +TELESTOMP
SeeSound "FireDemonSpawn"
PainSound "FireDemonPain"
DeathSound "FireDemonDeath"
ActiveSound "FireDemonActive"
Obituary "$OB_FIREDEMON"
action native A_FiredRocks();
action native A_FiredChase();
action native A_FiredAttack();
action native A_FiredSplotch();
States
{
Spawn:
FDMN X 5 Bright
FDMN EFG 10 Bright A_Look
Goto Spawn + 1
See:
FDMN E 8 Bright
FDMN F 6 Bright
FDMN G 5 Bright
FDMN F 8 Bright
FDMN E 6 Bright
FDMN G 7 Bright A_FiredRocks
FDMN HI 5 Bright
FDMN J 5 Bright A_UnSetInvulnerable
Chase:
FDMN ABC 5 Bright A_FiredChase
Loop
Pain:
FDMN D 0 Bright A_UnSetInvulnerable
FDMN D 6 Bright A_Pain
Goto Chase
Missile:
FDMN K 3 Bright A_FaceTarget
FDMN KKK 5 Bright A_FiredAttack
Goto Chase
Crash:
XDeath:
FDMN M 5 A_FaceTarget
FDMN N 5 A_NoBlocking
FDMN O 5 A_FiredSplotch
Stop
Death:
FDMN D 4 Bright A_FaceTarget
FDMN L 4 Bright A_Scream
FDMN L 4 Bright A_NoBlocking
FDMN L 200 Bright
Stop
Ice:
FDMN R 5 A_FreezeDeath
FDMN R 1 A_FreezeDeathChunks
Wait
}
}
// FireDemonSplotch1 -------------------------------------------------------
ACTOR FireDemonSplotch1
{
Health 1000
ReactionTime 8
Radius 3
Height 16
Mass 100
+DROPOFF +CORPSE
+NOTELEPORT +FLOORCLIP
States
{
Spawn:
FDMN P 3
FDMN P 6 A_QueueCorpse
FDMN Y -1
Stop
}
}
// FireDemonSplotch2 -------------------------------------------------------
ACTOR FireDemonSplotch2 : FireDemonSplotch1
{
States
{
Spawn:
FDMN Q 3
FDMN Q 6 A_QueueCorpse
FDMN Z -1
Stop
}
}
// FireDemonRock1 ------------------------------------------------------------
ACTOR FireDemonRock1
{
Health 1000
ReactionTime 8
Radius 3
Height 5
Mass 16
+NOBLOCKMAP +DROPOFF +MISSILE
+NOTELEPORT
action native A_SmBounce();
States
{
Spawn:
FDMN S 4
Loop
Death:
FDMN S 5 A_SmBounce
XDeath:
FDMN S 200
Stop
}
}
// FireDemonRock2 ------------------------------------------------------------
ACTOR FireDemonRock2 : FireDemonRock1
{
States
{
Spawn:
FDMN T 4
Loop
Death:
FDMN T 5 A_SmBounce
XDeath:
FDMN T 200
Stop
}
}
// FireDemonRock3 ------------------------------------------------------------
ACTOR FireDemonRock3 : FireDemonRock1
{
States
{
Spawn:
FDMN U 4
Loop
Death:
FDMN U 5 A_SmBounce
XDeath:
FDMN U 200
Stop
}
}
// FireDemonRock4 ------------------------------------------------------------
ACTOR FireDemonRock4 : FireDemonRock1
{
States
{
Spawn:
FDMN V 4
Loop
Death:
FDMN V 5 A_SmBounce
XDeath:
FDMN V 200
Stop
}
}
// FireDemonRock5 ------------------------------------------------------------
ACTOR FireDemonRock5 : FireDemonRock1
{
States
{
Spawn:
FDMN W 4
Loop
Death:
FDMN W 5 A_SmBounce
XDeath:
FDMN W 200
Stop
}
}
// FireDemonMissile -----------------------------------------------------------
ACTOR FireDemonMissile
{
Health 1000
ReactionTime 8
Speed 10
Radius 10
Height 6
Mass 5
Damage 1
DamageType "Fire"
Projectile
RenderStyle Add
DeathSound "FireDemonMissileHit"
States
{
Spawn:
FDMB A 5 Bright
Loop
Death:
FDMB BCDE 5 Bright
Stop
}
}

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@ -1,222 +0,0 @@
// Poison Bag (Flechette used by Cleric) ------------------------------------
ACTOR PoisonBag
{
Radius 5
Height 5
+NOBLOCKMAP +NOGRAVITY
action native A_PoisonBagInit();
States
{
Spawn:
PSBG A 18 Bright
PSBG B 4 Bright
PSBG C 3
PSBG C 1 A_PoisonBagInit
Stop
}
}
// Fire Bomb (Flechette used by Mage) ---------------------------------------
ACTOR FireBomb
{
DamageType "Fire"
+NOGRAVITY
+FOILINVUL
RenderStyle Translucent
Alpha 0.6
DeathSound "FlechetteExplode"
action native A_TimeBomb();
States
{
Spawn:
PSBG A 20
PSBG AA 10
PSBG B 4
PSBG C 4 A_Scream
XPL1 A 4 Bright A_TimeBomb
XPL1 BCDEF 4 Bright
Stop
}
}
// Throwing Bomb (Flechette used by Fighter) --------------------------------
ACTOR ThrowingBomb
{
Health 48
Speed 12
Radius 8
Height 10
DamageType "Fire"
+NOBLOCKMAP +DROPOFF +MISSILE
BounceType "HexenCompat"
SeeSound "FlechetteBounce"
DeathSound "FlechetteExplode"
action native A_CheckThrowBomb();
action native A_CheckThrowBomb2();
States
{
Spawn:
THRW A 4 A_CheckThrowBomb
THRW BCDE 3 A_CheckThrowBomb
THRW F 3 A_CheckThrowBomb2
Loop
THRW G 6 A_CheckThrowBomb
THRW F 4 A_CheckThrowBomb
THRW H 6 A_CheckThrowBomb
THRW F 4 A_CheckThrowBomb
THRW G 6 A_CheckThrowBomb
THRW F 3 A_CheckThrowBomb
Wait
Death:
CFCF Q 4 Bright A_NoGravity
CFCF R 3 Bright A_Scream
CFCF S 4 Bright A_Explode
CFCF T 3 Bright
CFCF U 4 Bright
CFCF W 3 Bright
CFCF X 4 Bright
CFCF Z 3 Bright
Stop
}
}
// Poison Bag Artifact (Flechette) ------------------------------------------
ACTOR ArtiPoisonBag : Inventory native
{
+FLOATBOB
Inventory.DefMaxAmount
Inventory.PickupFlash "PickupFlash"
+INVBAR +FANCYPICKUPSOUND
Inventory.Icon "ARTIPSBG"
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "$TXT_ARTIPOISONBAG"
Tag "$TAG_ARTIPOISONBAG"
States
{
Spawn:
PSBG A -1
Stop
}
}
// Poison Bag 1 (The Cleric's) ----------------------------------------------
ACTOR ArtiPoisonBag1 : ArtiPoisonBag native
{
Inventory.Icon "ARTIPSB1"
Tag "$TAG_ARTIPOISONBAG1"
}
// Poison Bag 2 (The Mage's) ------------------------------------------------
ACTOR ArtiPoisonBag2 : ArtiPoisonBag native
{
Inventory.Icon "ARTIPSB2"
Tag "$TAG_ARTIPOISONBAG2"
}
// Poison Bag 3 (The Fighter's) ---------------------------------------------
ACTOR ArtiPoisonBag3 : ArtiPoisonBag native
{
Inventory.Icon "ARTIPSB3"
Tag "$TAG_ARTIPOISONBAG3"
}
// Poison Bag 4 (Custom Giver) ----------------------------------------------
ACTOR ArtiPoisonBagGiver : ArtiPoisonBag native
{
Inventory.Icon "ARTIPSB4"
}
// Poison Bag 5 (Custom Thrower) --------------------------------------------
ACTOR ArtiPoisonBagShooter : ArtiPoisonBag native
{
Inventory.Icon "ARTIPSB5"
}
// Poison Cloud -------------------------------------------------------------
ACTOR PoisonCloud native
{
Radius 20
Height 30
Mass 0x7fffffff
+NOBLOCKMAP +NOGRAVITY +DROPOFF
+NODAMAGETHRUST
+DONTSPLASH +FOILINVUL +CANBLAST +BLOODLESSIMPACT +BLOCKEDBYSOLIDACTORS
RenderStyle Translucent
Alpha 0.6
DeathSound "PoisonShroomDeath"
DamageType PoisonCloud
action native A_PoisonBagDamage();
action native A_PoisonBagCheck();
States
{
Spawn:
PSBG D 1
PSBG D 1 A_Scream
PSBG DEEEFFFGGGHHHII 2 A_PoisonBagDamage
PSBG I 2 A_PoisonBagCheck
PSBG I 1 A_PoisonBagCheck
Goto Spawn + 3
Death:
PSBG HG 7
PSBG FD 6
Stop
}
}
// Poison Shroom ------------------------------------------------------------
ACTOR ZPoisonShroom : PoisonBag
{
Radius 6
Height 20
PainChance 255
Health 30
Mass 0x7fffffff
+SHOOTABLE
+SOLID
+NOBLOOD
+NOICEDEATH
-NOBLOCKMAP
-NOGRAVITY
PainSound "PoisonShroomPain"
DeathSound "PoisonShroomDeath"
action native A_PoisonShroom();
States
{
Spawn:
SHRM A 5 A_PoisonShroom
Goto Pain+1
Pain:
SHRM A 6
SHRM B 8 A_Pain
Goto Spawn
Death:
SHRM CD 5
SHRM E 5 A_PoisonBagInit
SHRM F -1
Stop
}
}

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@ -1,72 +0,0 @@
// Fog Spawner --------------------------------------------------------------
ACTOR FogSpawner
{
+NOSECTOR +NOBLOCKMAP
+FLOATBOB
+NOGRAVITY
+INVISIBLE
action native A_FogSpawn();
States
{
Spawn:
TNT1 A 20 A_FogSpawn
Loop
}
}
// Small Fog Patch ----------------------------------------------------------
ACTOR FogPatchSmall
{
Speed 1
+NOBLOCKMAP +NOGRAVITY +NOCLIP +FLOAT
+NOTELEPORT
RenderStyle Translucent
Alpha 0.6
action native A_FogMove();
States
{
Spawn:
FOGS ABCDE 7 A_FogMove
Loop
Death:
FOGS E 5
Stop
}
}
// Medium Fog Patch ---------------------------------------------------------
ACTOR FogPatchMedium : FogPatchSmall
{
States
{
Spawn:
FOGM ABCDE 7 A_FogMove
Loop
Death:
FOGS ABCDE 5
Goto Super::Death
}
}
// Large Fog Patch ----------------------------------------------------------
ACTOR FogPatchLarge : FogPatchMedium
{
States
{
Spawn:
FOGL ABCDE 7 A_FogMove
Loop
Death:
FOGM ABCDEF 4
Goto Super::Death
}
}

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@ -1,83 +0,0 @@
// Mage Boss (Menelkir) -----------------------------------------------------
ACTOR MageBoss
{
Health 800
PainChance 50
Speed 25
Radius 16
Height 64
Monster
+FLOORCLIP +TELESTOMP
+DONTMORPH
PainSound "PlayerMagePain"
DeathSound "PlayerMageCrazyDeath"
Obituary "$OB_MBOSS"
action native A_MageAttack();
States
{
Spawn:
MAGE A 2
MAGE A 3 A_ClassBossHealth
MAGE A 5 A_Look
Wait
See:
MAGE ABCD 4 A_FastChase
Loop
Pain:
MAGE G 4
MAGE G 4 A_Pain
Goto See
Melee:
Missile:
MAGE E 8 A_FaceTarget
MAGE F 8 Bright A_MageAttack
Goto See
Death:
MAGE H 6
MAGE I 6 A_Scream
MAGE JK 6
MAGE L 6 A_NoBlocking
MAGE M 6
MAGE N -1
Stop
XDeath:
MAGE O 5 A_Scream
MAGE P 5
MAGE R 5 A_NoBlocking
MAGE S 5
MAGE T 5
MAGE U 5
MAGE V 5
MAGE W 5
MAGE X -1
Stop
Ice:
MAGE Y 5 A_FreezeDeath
MAGE Y 1 A_FreezeDeathChunks
Wait
Burn:
FDTH E 5 Bright A_PlaySound("PlayerMageBurnDeath")
FDTH F 4 Bright
FDTH G 5 Bright
FDTH H 4 Bright A_Scream
FDTH I 5 Bright
FDTH J 4 Bright
FDTH K 5 Bright
FDTH L 4 Bright
FDTH M 5 Bright
FDTH N 4 Bright
FDTH O 5 Bright
FDTH P 4 Bright
FDTH Q 5 Bright
FDTH R 4 Bright
FDTH S 5 Bright A_NoBlocking
FDTH T 4 Bright
FDTH U 5 Bright
FDTH V 4 Bright
Stop
}
}

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@ -1,61 +0,0 @@
// Dark Servant Artifact ----------------------------------------------------
ACTOR ArtiDarkServant : Inventory native
{
+COUNTITEM
+FLOATBOB
Inventory.RespawnTics 4230
Inventory.DefMaxAmount
Inventory.PickupFlash "PickupFlash"
+INVBAR +FANCYPICKUPSOUND
Inventory.Icon "ARTISUMN"
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "$TXT_ARTISUMMON"
Tag "$TAG_ARTISUMMON"
States
{
Spawn:
SUMN A 350
Loop
}
}
// Summoning Doll -----------------------------------------------------------
ACTOR SummoningDoll
{
Speed 20
+NOBLOCKMAP +DROPOFF +MISSILE
+NOTELEPORT
action native A_Summon();
States
{
Spawn:
SUMN A 4
Loop
Death:
SUMN AA 4
SUMN A 4 A_Summon
Stop
}
}
// Minotaur Smoke -----------------------------------------------------------
ACTOR MinotaurSmoke
{
+NOBLOCKMAP +NOGRAVITY
+NOTELEPORT
RenderStyle Translucent
Alpha 0.6
States
{
Spawn:
MNSM ABCDEFGHIJKLMNOPQ 3
Stop
}
}

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@ -1,15 +1,3 @@
#include "actors/hexen/firedemon.txt"
#include "actors/hexen/fog.txt"
#include "actors/hexen/summon.txt"
#include "actors/hexen/flechette.txt"
#include "actors/hexen/clericboss.txt"
#include "actors/hexen/fighterboss.txt"
#include "actors/hexen/mageboss.txt"
#include "actors/hexen/bats.txt"
#include "actors/hexen/bishop.txt"
#include "actors/hexen/blastradius.txt"
#include "actors/hexen/boostarmor.txt"
#include "actors/hexen/clericmace.txt"
#include "actors/hexen/clericflame.txt" #include "actors/hexen/clericflame.txt"
#include "actors/hexen/clericholy.txt" #include "actors/hexen/clericholy.txt"
#include "actors/hexen/clericstaff.txt" #include "actors/hexen/clericstaff.txt"

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@ -104,7 +104,6 @@ zscript/hexen/speedboots.txt
zscript/hexen/ettin.txt zscript/hexen/ettin.txt
zscript/hexen/centaur.txt zscript/hexen/centaur.txt
zscript/hexen/demons.txt zscript/hexen/demons.txt
/*
zscript/hexen/firedemon.txt zscript/hexen/firedemon.txt
zscript/hexen/fog.txt zscript/hexen/fog.txt
zscript/hexen/summon.txt zscript/hexen/summon.txt
@ -117,6 +116,7 @@ zscript/hexen/bishop.txt
zscript/hexen/blastradius.txt zscript/hexen/blastradius.txt
zscript/hexen/boostarmor.txt zscript/hexen/boostarmor.txt
zscript/hexen/clericmace.txt zscript/hexen/clericmace.txt
/*
zscript/hexen/clericflame.txt zscript/hexen/clericflame.txt
zscript/hexen/clericholy.txt zscript/hexen/clericholy.txt
zscript/hexen/clericstaff.txt zscript/hexen/clericstaff.txt

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// Bat Spawner --------------------------------------------------------------
class BatSpawner : SwitchableDecoration
{
Default
{
+NOBLOCKMAP +NOSECTOR +NOGRAVITY
RenderStyle "None";
}
action native void A_BatSpawnInit();
action native void A_BatSpawn();
States
{
Spawn:
Active:
TNT1 A 2;
TNT1 A 2 A_BatSpawnInit;
TNT1 A 2 A_BatSpawn;
Wait;
Inactive:
TNT1 A -1;
Stop;
}
}
// Bat ----------------------------------------------------------------------
class Bat : Actor
{
Default
{
Speed 5;
Radius 3;
Height 3;
+NOBLOCKMAP +NOGRAVITY +MISSILE
+NOTELEPORT +CANPASS
}
action native void A_BatMove();
States
{
Spawn:
ABAT ABC 2 A_BatMove;
Loop;
Death:
ABAT A 2;
Stop;
}
}

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// Bishop -------------------------------------------------------------------
class Bishop : Actor
{
Default
{
Health 130;
Radius 22;
Height 65;
Speed 10;
PainChance 110;
Monster;
+FLOAT +NOGRAVITY +NOBLOOD
+TELESTOMP
+DONTOVERLAP
+NOTARGETSWITCH
SeeSound "BishopSight";
AttackSound "BishopAttack";
PainSound "BishopPain";
DeathSound "BishopDeath";
ActiveSound "BishopActiveSounds";
Obituary"$OB_BISHOP";
}
action native void A_BishopChase();
action native void A_BishopDecide();
action native void A_BishopDoBlur();
action native void A_BishopSpawnBlur();
action native void A_BishopPainBlur();
action native void A_BishopAttack();
action native void A_BishopAttack2();
States
{
Spawn:
BISH A 10 A_Look;
Loop;
See:
BISH A 2 A_Chase;
BISH A 2 A_BishopChase;
BISH A 2;
BISH B 2 A_BishopChase;
BISH B 2 A_Chase;
BISH B 2 A_BishopChase;
BISH A 1 A_BishopDecide;
Loop;
Blur:
BISH A 2 A_BishopDoBlur;
BISH A 4 A_BishopSpawnBlur;
Wait;
Pain:
BISH C 6 A_Pain;
BISH CCC 6 A_BishopPainBlur;
BISH C 0;
Goto See;
Missile:
BISH A 3 A_FaceTarget;
BISH DE 3 A_FaceTarget;
BISH F 3 A_BishopAttack;
BISH F 5 A_BishopAttack2;
Wait;
Death:
BISH G 6;
BISH H 6 Bright A_Scream;
BISH I 5 Bright A_NoBlocking;
BISH J 5 BRIGHT A_Explode(random[BishopBoom](25,40));
BISH K 5 Bright;
BISH LM 4 Bright;
BISH N 4 A_SpawnItemEx("BishopPuff", 0,0,40, 0,0,0.5);
BISH O 4 A_QueueCorpse;
BISH P -1;
Stop;
Ice:
BISH X 5 A_FreezeDeath;
BISH X 1 A_FreezeDeathChunks;
Wait;
}
}
// Bishop puff --------------------------------------------------------------
class BishopPuff : Actor
{
Default
{
+NOBLOCKMAP +NOGRAVITY
RenderStyle "Translucent";
Alpha 0.6;
}
States
{
Spawn:
BISH QRST 5;
BISH UV 6;
BISH W 5;
Stop;
}
}
// Bishop pain blur ---------------------------------------------------------
class BishopPainBlur : Actor
{
Default
{
+NOBLOCKMAP +NOGRAVITY
RenderStyle "Translucent";
Alpha 0.6;
}
States
{
Spawn:
BISH C 8;
Stop;
}
}
// Bishop FX ----------------------------------------------------------------
class BishopFX : Actor
{
Default
{
Radius 10;
Height 6;
Speed 10;
Damage 1;
Projectile;
+SEEKERMISSILE
-ACTIVATEIMPACT -ACTIVATEPCROSS
+STRIFEDAMAGE
RenderStyle "Add";
DeathSound "BishopMissileExplode";
}
States
{
Spawn:
BPFX ABAB 1 Bright A_BishopMissileWeave;
BPFX B 0 Bright A_SeekerMissile(2,3);
Loop;
Death:
BPFX CDEF 4 Bright;
BPFX GH 3 Bright;
Stop;
}
}
// Bishop blur --------------------------------------------------------------
class BishopBlur : Actor
{
Default
{
+NOBLOCKMAP +NOGRAVITY
RenderStyle "Translucent";
Alpha 0.6;
}
States
{
Spawn:
BISH A 16;
BISH A 8 A_SetTranslucent(0.4);
Stop;
}
}

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class ArtiBlastRadius : CustomInventory
{
Default
{
+FLOATBOB
Inventory.DefMaxAmount;
Inventory.PickupFlash "PickupFlash";
+INVENTORY.INVBAR +INVENTORY.FANCYPICKUPSOUND
Inventory.Icon "ARTIBLST";
Inventory.PickupSound "misc/p_pkup";
Inventory.PickupMessage "$TXT_ARTIBLASTRADIUS";
Tag "$TAG_ARTIBLASTRADIUS";
}
States
{
Spawn:
BLST ABCDEFGH 4 Bright;
Loop;
Use:
TNT1 A 0 A_Blast;
}
}
// Blast Effect -------------------------------------------------------------
class BlastEffect : Actor
{
Default
{
+NOBLOCKMAP +NOGRAVITY +NOCLIP
+NOTELEPORT
RenderStyle "Translucent";
Alpha 0.666;
}
States
{
Spawn:
RADE ABCDEFGHI 4;
Stop;
}
}

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// Boost Armor Artifact (Dragonskin Bracers) --------------------------------
class ArtiBoostArmor : Inventory native
{
Default
{
+COUNTITEM
+FLOATBOB
Inventory.DefMaxAmount;
Inventory.PickupFlash "PickupFlash";
+INVENTORY.INVBAR +INVENTORY.FANCYPICKUPSOUND
Inventory.Icon "ARTIBRAC";
Inventory.PickupSound "misc/p_pkup";
Inventory.PickupMessage "$TXT_ARTIBOOSTARMOR";
Tag "$TAG_ARTIBOOSTARMOR";
}
States
{
Spawn:
BRAC ABCDEFGH 4 Bright;
Loop;
}
}

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// Cleric Boss (Traductus) --------------------------------------------------
class ClericBoss : Actor
{
Default
{
Health 800;
PainChance 50;
Speed 25;
Radius 16;
Height 64;
Monster;
+FLOORCLIP +TELESTOMP
+DONTMORPH
PainSound "PlayerClericPain";
DeathSound "PlayerClericCrazyDeath";
Obituary "$OBCBOSS";
}
action native void A_ClericAttack();
States
{
Spawn:
CLER A 2;
CLER A 3 A_ClassBossHealth;
CLER A 5 A_Look;
Wait;
See:
CLER ABCD 4 A_FastChase;
Loop;
Pain:
CLER H 4;
CLER H 4 A_Pain;
Goto See;
Melee:
Missile:
CLER EF 8 A_FaceTarget;
CLER G 10 A_ClericAttack;
Goto See;
Death:
CLER I 6;
CLER K 6 A_Scream;
CLER LL 6;
CLER M 6 A_NoBlocking;
CLER NOP 6;
CLER Q -1;
Stop;
XDeath:
CLER R 5 A_Scream;
CLER S 5;
CLER T 5 A_NoBlocking;
CLER UVWXYZ 5;
CLER [ -1;
Stop;
Ice:
CLER \ 5 A_FreezeDeath;
CLER \ 1 A_FreezeDeathChunks;
Wait;
Burn:
CLER C 5 Bright A_PlaySound("PlayerClericBurnDeath");
FDTH D 4 Bright ;
FDTH G 5 Bright ;
FDTH H 4 Bright A_Scream;
FDTH I 5 Bright ;
FDTH J 4 Bright ;
FDTH K 5 Bright ;
FDTH L 4 Bright ;
FDTH M 5 Bright ;
FDTH N 4 Bright ;
FDTH O 5 Bright ;
FDTH P 4 Bright ;
FDTH Q 5 Bright ;
FDTH R 4 Bright ;
FDTH S 5 Bright A_NoBlocking;
FDTH T 4 Bright ;
FDTH U 5 Bright ;
FDTH V 4 Bright ;
Stop;
}
}

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// The Cleric's Mace --------------------------------------------------------
class CWeapMace : ClericWeapon
{
Default
{
Weapon.SelectionOrder 3500;
Weapon.KickBack 150;
Weapon.YAdjust -8;
+BLOODSPLATTER
Obituary "$OB_MPCWEAPMACE";
Tag "$TAG_CWEAPMACE";
}
action native void A_CMaceAttack();
States
{
Select:
CMCE A 1 A_Raise;
Loop;
Deselect:
CMCE A 1 A_Lower;
Loop;
Ready:
CMCE A 1 A_WeaponReady;
Loop;
Fire:
CMCE B 2 Offset (60, 20);
CMCE B 1 Offset (30, 33);
CMCE B 2 Offset (8, 45);
CMCE C 1 Offset (8, 45);
CMCE D 1 Offset (8, 45);
CMCE E 1 Offset (8, 45);
CMCE E 1 Offset (-11, 58) A_CMaceAttack;
CMCE F 1 Offset (8, 45);
CMCE F 2 Offset (-8, 74);
CMCE F 1 Offset (-20, 96);
CMCE F 8 Offset (-33, 160);
CMCE A 2 Offset (8, 75) A_ReFire;
CMCE A 1 Offset (8, 65);
CMCE A 2 Offset (8, 60);
CMCE A 1 Offset (8, 55);
CMCE A 2 Offset (8, 50);
CMCE A 1 Offset (8, 45);
Goto Ready;
}
}

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// Fighter Boss (Zedek) -----------------------------------------------------
class FighterBoss : Actor
{
Default
{
health 800;
PainChance 50;
Speed 25;
Radius 16;
Height 64;
Monster;
+FLOORCLIP
+TELESTOMP
+DONTMORPH
PainSound "PlayerFighterPain";
DeathSound "PlayerFighterCrazyDeath";
Obituary "$OB_FBOSS";
}
action native void A_FighterAttack();
States
{
Spawn:
PLAY A 2;
PLAY A 3 A_ClassBossHealth;
PLAY A 5 A_Look;
Wait;
See:
PLAY ABCD 4 A_FastChase;
Loop;
Pain:
PLAY G 4;
PLAY G 4 A_Pain;
Goto See;
Melee:
Missile:
PLAY E 8 A_FaceTarget;
PLAY F 8 A_FighterAttack;
Goto See;
Death:
PLAY H 6;
PLAY I 6 A_Scream;
PLAY JK 6;
PLAY L 6 A_NoBlocking;
PLAY M 6;
PLAY N -1;
Stop;
XDeath:
PLAY O 5 A_Scream;
PLAY P 5 A_SkullPop;
PLAY R 5 A_NoBlocking;
PLAY STUV 5;
PLAY W -1;
Stop;
Ice:
PLAY X 5 A_FreezeDeath;
PLAY X 1 A_FreezeDeathChunks;
Wait;
Burn:
FDTH A 5 Bright A_PlaySound("PlayerFighterBurnDeath");
FDTH B 4 Bright;
FDTH G 5 Bright;
FDTH H 4 Bright A_Scream;
FDTH I 5 Bright;
FDTH J 4 Bright;
FDTH K 5 Bright;
FDTH L 4 Bright;
FDTH M 5 Bright;
FDTH N 4 Bright;
FDTH O 5 Bright;
FDTH P 4 Bright;
FDTH Q 5 Bright;
FDTH R 4 Bright;
FDTH S 5 Bright A_NoBlocking;
FDTH T 4 Bright;
FDTH U 5 Bright;
FDTH V 4 Bright;
Stop;
}
}

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// FireDemon ----------------------------------------------------------------
class FireDemon : Actor
{
Default
{
Health 80;
ReactionTime 8;
PainChance 1;
Speed 13;
Radius 20;
Height 68;
Mass 75;
Damage 1;
Monster;
+DROPOFF +NOGRAVITY +FLOAT
+FLOORCLIP +INVULNERABLE +TELESTOMP
SeeSound "FireDemonSpawn";
PainSound "FireDemonPain";
DeathSound "FireDemonDeath";
ActiveSound "FireDemonActive";
Obituary "$OB_FIREDEMON";
}
action native void A_FiredRocks();
action native void A_FiredChase();
action native void A_FiredAttack();
action native void A_FiredSplotch();
States
{
Spawn:
FDMN X 5 Bright;
FDMN EFG 10 Bright A_Look;
Goto Spawn + 1;
See:
FDMN E 8 Bright;
FDMN F 6 Bright;
FDMN G 5 Bright;
FDMN F 8 Bright;
FDMN E 6 Bright;
FDMN G 7 Bright A_FiredRocks;
FDMN HI 5 Bright;
FDMN J 5 Bright A_UnSetInvulnerable;
Chase:
FDMN ABC 5 Bright A_FiredChase;
Loop;
Pain:
FDMN D 0 Bright A_UnSetInvulnerable;
FDMN D 6 Bright A_Pain;
Goto Chase;
Missile:
FDMN K 3 Bright A_FaceTarget;
FDMN KKK 5 Bright A_FiredAttack;
Goto Chase;
Crash:
XDeath:
FDMN M 5 A_FaceTarget;
FDMN N 5 A_NoBlocking;
FDMN O 5 A_FiredSplotch;
Stop;
Death:
FDMN D 4 Bright A_FaceTarget;
FDMN L 4 Bright A_Scream;
FDMN L 4 Bright A_NoBlocking;
FDMN L 200 Bright;
Stop;
Ice:
FDMN R 5 A_FreezeDeath;
FDMN R 1 A_FreezeDeathChunks;
Wait;
}
}
// FireDemonSplotch1 -------------------------------------------------------
class FireDemonSplotch1 : Actor
{
Default
{
ReactionTime 8;
Radius 3;
Height 16;
Mass 100;
+DROPOFF +CORPSE
+NOTELEPORT +FLOORCLIP
}
States
{
Spawn:
FDMN P 3;
FDMN P 6 A_QueueCorpse;
FDMN Y -1;
Stop;
}
}
// FireDemonSplotch2 -------------------------------------------------------
class FireDemonSplotch2 : FireDemonSplotch1
{
States
{
Spawn:
FDMN Q 3;
FDMN Q 6 A_QueueCorpse;
FDMN Z -1;
Stop;
}
}
// FireDemonRock1 ------------------------------------------------------------
class FireDemonRock1 : Actor
{
Default
{
ReactionTime 8;
Radius 3;
Height 5;
Mass 16;
+NOBLOCKMAP +DROPOFF +MISSILE
+NOTELEPORT
}
action native void A_SmBounce();
States
{
Spawn:
FDMN S 4;
Loop;
Death:
FDMN S 5 A_SmBounce;
XDeath:
FDMN S 200;
Stop;
}
}
// FireDemonRock2 ------------------------------------------------------------
class FireDemonRock2 : FireDemonRock1
{
States
{
Spawn:
FDMN T 4;
Loop;
Death:
FDMN T 5 A_SmBounce;
XDeath:
FDMN T 200;
Stop;
}
}
// FireDemonRock3 ------------------------------------------------------------
class FireDemonRock3 : FireDemonRock1
{
States
{
Spawn:
FDMN U 4;
Loop;
Death:
FDMN U 5 A_SmBounce;
XDeath:
FDMN U 200;
Stop;
}
}
// FireDemonRock4 ------------------------------------------------------------
class FireDemonRock4 : FireDemonRock1
{
States
{
Spawn:
FDMN V 4;
Loop;
Death:
FDMN V 5 A_SmBounce;
XDeath:
FDMN V 200;
Stop;
}
}
// FireDemonRock5 ------------------------------------------------------------
class FireDemonRock5 : FireDemonRock1
{
States
{
Spawn:
FDMN W 4;
Loop;
Death:
FDMN W 5 A_SmBounce;
XDeath:
FDMN W 200;
Stop;
}
}
// FireDemonMissile -----------------------------------------------------------
class FireDemonMissile : Actor
{
Default
{
ReactionTime 8;
Speed 10;
Radius 10;
Height 6;
Mass 5;
Damage 1;
DamageType "Fire";
Projectile;
RenderStyle "Add";
DeathSound "FireDemonMissileHit";
}
States
{
Spawn:
FDMB A 5 Bright;
Loop;
Death:
FDMB BCDE 5 Bright;
Stop;
}
}

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// Poison Bag (Flechette used by Cleric) ------------------------------------
class PoisonBag : Actor
{
Default
{
Radius 5;
Height 5;
+NOBLOCKMAP +NOGRAVITY
}
action native void A_PoisonBagInit();
States
{
Spawn:
PSBG A 18 Bright;
PSBG B 4 Bright;
PSBG C 3;
PSBG C 1 A_PoisonBagInit;
Stop;
}
}
// Fire Bomb (Flechette used by Mage) ---------------------------------------
class FireBomb : Actor
{
Default
{
DamageType "Fire";
+NOGRAVITY
+FOILINVUL
RenderStyle "Translucent";
Alpha 0.6;
DeathSound "FlechetteExplode";
}
action native void A_TimeBomb();
States
{
Spawn:
PSBG A 20;
PSBG AA 10;
PSBG B 4;
PSBG C 4 A_Scream;
XPL1 A 4 Bright A_TimeBomb;
XPL1 BCDEF 4 Bright;
Stop;
}
}
// Throwing Bomb (Flechette used by Fighter) --------------------------------
class ThrowingBomb : Actor
{
Default
{
Health 48;
Speed 12;
Radius 8;
Height 10;
DamageType "Fire";
+NOBLOCKMAP +DROPOFF +MISSILE
BounceType "HexenCompat";
SeeSound "FlechetteBounce";
DeathSound "FlechetteExplode";
}
action native void A_CheckThrowBomb();
action native void A_CheckThrowBomb2();
States
{
Spawn:
THRW A 4 A_CheckThrowBomb;
THRW BCDE 3 A_CheckThrowBomb;
THRW F 3 A_CheckThrowBomb2;
Loop;
THRW G 6 A_CheckThrowBomb;
THRW F 4 A_CheckThrowBomb;
THRW H 6 A_CheckThrowBomb;
THRW F 4 A_CheckThrowBomb;
THRW G 6 A_CheckThrowBomb;
THRW F 3 A_CheckThrowBomb;
Wait;
Death:
CFCF Q 4 Bright A_NoGravity;
CFCF R 3 Bright A_Scream;
CFCF S 4 Bright A_Explode;
CFCF T 3 Bright;
CFCF U 4 Bright;
CFCF W 3 Bright;
CFCF X 4 Bright;
CFCF Z 3 Bright;
Stop;
}
}
// Poison Bag Artifact (Flechette) ------------------------------------------
class ArtiPoisonBag : Inventory native
{
Default
{
+FLOATBOB
Inventory.DefMaxAmount;
Inventory.PickupFlash "PickupFlash";
+INVENTORY.INVBAR +INVENTORY.FANCYPICKUPSOUND
Inventory.Icon "ARTIPSBG";
Inventory.PickupSound "misc/p_pkup";
Inventory.PickupMessage "$TXT_ARTIPOISONBAG";
Tag "$TAG_ARTIPOISONBAG";
}
States
{
Spawn:
PSBG A -1;
Stop;
}
}
// Poison Bag 1 (The Cleric's) ----------------------------------------------
class ArtiPoisonBag1 : ArtiPoisonBag native
{
Default
{
Inventory.Icon "ARTIPSB1";
Tag "$TAG_ARTIPOISONBAG1";
}
}
// Poison Bag 2 (The Mage's) ------------------------------------------------
class ArtiPoisonBag2 : ArtiPoisonBag native
{
Default
{
Inventory.Icon "ARTIPSB2";
Tag "$TAG_ARTIPOISONBAG2";
}
}
// Poison Bag 3 (The Fighter's) ---------------------------------------------
class ArtiPoisonBag3 : ArtiPoisonBag native
{
Default
{
Inventory.Icon "ARTIPSB3";
Tag "$TAG_ARTIPOISONBAG3";
}
}
// Poison Bag 4 (Custom Giver) ----------------------------------------------
class ArtiPoisonBagGiver : ArtiPoisonBag native
{
Default
{
Inventory.Icon "ARTIPSB4";
}
}
// Poison Bag 5 (Custom Thrower) --------------------------------------------
class ArtiPoisonBagShooter : ArtiPoisonBag native
{
Default
{
Inventory.Icon "ARTIPSB5";
}
}
// Poison Cloud -------------------------------------------------------------
class PoisonCloud : Actor native
{
Default
{
Radius 20;
Height 30;
Mass 0x7fffffff;
+NOBLOCKMAP +NOGRAVITY +DROPOFF
+NODAMAGETHRUST
+DONTSPLASH +FOILINVUL +CANBLAST +BLOODLESSIMPACT +BLOCKEDBYSOLIDACTORS
RenderStyle "Translucent";
Alpha 0.6;
DeathSound "PoisonShroomDeath";
DamageType "PoisonCloud";
}
action native void A_PoisonBagDamage();
action native void A_PoisonBagCheck();
States
{
Spawn:
PSBG D 1;
PSBG D 1 A_Scream;
PSBG DEEEFFFGGGHHHII 2 A_PoisonBagDamage;
PSBG I 2 A_PoisonBagCheck;
PSBG I 1 A_PoisonBagCheck;
Goto Spawn + 3;
Death:
PSBG HG 7;
PSBG FD 6;
Stop;
}
}
// Poison Shroom ------------------------------------------------------------
class ZPoisonShroom : PoisonBag
{
Default
{
Radius 6;
Height 20;
PainChance 255;
Health 30;
Mass 0x7fffffff;
+SHOOTABLE
+SOLID
+NOBLOOD
+NOICEDEATH
-NOBLOCKMAP
-NOGRAVITY
PainSound "PoisonShroomPain";
DeathSound "PoisonShroomDeath";
}
action native void A_PoisonShroom();
States
{
Spawn:
SHRM A 5 A_PoisonShroom;
Goto Pain+1;
Pain:
SHRM A 6;
SHRM B 8 A_Pain;
Goto Spawn;
Death:
SHRM CD 5;
SHRM E 5 A_PoisonBagInit;
SHRM F -1;
Stop;
}
}

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// Fog Spawner --------------------------------------------------------------
class FogSpawner : Actor
{
Default
{
+NOSECTOR +NOBLOCKMAP
+FLOATBOB
+NOGRAVITY
+INVISIBLE
}
action native void A_FogSpawn();
States
{
Spawn:
TNT1 A 20 A_FogSpawn;
Loop;
}
}
// Small Fog Patch ----------------------------------------------------------
class FogPatchSmall : Actor
{
Default
{
Speed 1;
+NOBLOCKMAP +NOGRAVITY +NOCLIP +FLOAT
+NOTELEPORT
RenderStyle "Translucent";
Alpha 0.6;
}
action native void A_FogMove();
States
{
Spawn:
FOGS ABCDE 7 A_FogMove;
Loop;
Death:
FOGS E 5;
Stop;
}
}
// Medium Fog Patch ---------------------------------------------------------
class FogPatchMedium : FogPatchSmall
{
States
{
Spawn:
FOGM ABCDE 7 A_FogMove;
Loop;
Death:
FOGS ABCDE 5;
Goto Super::Death;
}
}
// Large Fog Patch ----------------------------------------------------------
class FogPatchLarge : FogPatchMedium
{
States
{
Spawn:
FOGL ABCDE 7 A_FogMove;
Loop;
Death:
FOGM ABCDEF 4;
Goto Super::Death;
}
}

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// Mage Boss (Menelkir) -----------------------------------------------------
class MageBoss : Actor
{
Default
{
Health 800;
PainChance 50;
Speed 25;
Radius 16;
Height 64;
Monster;
+FLOORCLIP +TELESTOMP
+DONTMORPH
PainSound "PlayerMagePain";
DeathSound "PlayerMageCrazyDeath";
Obituary "$OB_MBOSS";
}
action native void A_MageAttack();
States
{
Spawn:
MAGE A 2;
MAGE A 3 A_ClassBossHealth;
MAGE A 5 A_Look;
Wait;
See:
MAGE ABCD 4 A_FastChase;
Loop;
Pain:
MAGE G 4;
MAGE G 4 A_Pain;
Goto See;
Melee:
Missile:
MAGE E 8 A_FaceTarget;
MAGE F 8 Bright A_MageAttack;
Goto See;
Death:
MAGE H 6;
MAGE I 6 A_Scream;
MAGE JK 6;
MAGE L 6 A_NoBlocking;
MAGE M 6;
MAGE N -1;
Stop;
XDeath:
MAGE O 5 A_Scream;
MAGE P 5;
MAGE R 5 A_NoBlocking;
MAGE S 5;
MAGE T 5;
MAGE U 5;
MAGE V 5;
MAGE W 5;
MAGE X -1;
Stop;
Ice:
MAGE Y 5 A_FreezeDeath;
MAGE Y 1 A_FreezeDeathChunks;
Wait;
Burn:
FDTH E 5 Bright A_PlaySound("PlayerMageBurnDeath");
FDTH F 4 Bright;
FDTH G 5 Bright;
FDTH H 4 Bright A_Scream;
FDTH I 5 Bright;
FDTH J 4 Bright;
FDTH K 5 Bright;
FDTH L 4 Bright;
FDTH M 5 Bright;
FDTH N 4 Bright;
FDTH O 5 Bright;
FDTH P 4 Bright;
FDTH Q 5 Bright;
FDTH R 4 Bright;
FDTH S 5 Bright A_NoBlocking;
FDTH T 4 Bright;
FDTH U 5 Bright;
FDTH V 4 Bright;
Stop;
}
}

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// Dark Servant Artifact ----------------------------------------------------
class ArtiDarkServant : Inventory native
{
Default
{
+COUNTITEM
+FLOATBOB
Inventory.RespawnTics 4230;
Inventory.DefMaxAmount;
Inventory.PickupFlash "PickupFlash";
+INVENTORY.INVBAR
+INVENTORY.FANCYPICKUPSOUND
Inventory.Icon "ARTISUMN";
Inventory.PickupSound "misc/p_pkup";
Inventory.PickupMessage "$TXT_ARTISUMMON";
Tag "$TAG_ARTISUMMON";
}
States
{
Spawn:
SUMN A 350;
Loop;
}
}
// Summoning Doll -----------------------------------------------------------
class SummoningDoll : Actor
{
Default
{
Speed 20;
+NOBLOCKMAP +DROPOFF +MISSILE
+NOTELEPORT
}
action native void A_Summon();
States
{
Spawn:
SUMN A 4;
Loop;
Death:
SUMN AA 4;
SUMN A 4 A_Summon;
Stop;
}
}
// Minotaur Smoke -----------------------------------------------------------
class MinotaurSmoke : Actor
{
Default
{
+NOBLOCKMAP +NOGRAVITY
+NOTELEPORT
RenderStyle "Translucent";
Alpha 0.6;
}
States
{
Spawn:
MNSM ABCDEFGHIJKLMNOPQ 3;
Stop;
}
}